calmflow on 22/8/2013 at 21:39
Many thanks to Beleg and Domey for their thoughtful impressions of the presentation, looking forward to seeing more in the coming months.
The consumption of poppies doesn't bother me as a resource as some varieties are used as food, and others for Opium. (
http://en.wikipedia.org/wiki/Poppy)
Also, Garrett can down a whole deer leg in less than a second in the Original games.
SubJeff on 22/8/2013 at 23:08
It's also set in a world where there are glowing mushrooms, no? I'd prefer it if he ate shrooms for focus (man) but poppies schmoppies I don't really care.
Chade on 23/8/2013 at 03:15
Thanks Beleg and Domey. Shame you couldn't play it, but it's still nice to hear your impression of the video and the people. I hope you enjoyed yourselves.
Beleg Cúthalion on 23/8/2013 at 06:09
I believe we might get a chance to play it at some point, but probably not within the next few weeks. If I get the chance, I'll try to find out what I can but there will most likely be more tweaks until that point. The way I see it, our greatest chance to push the game into a direction that most people here would like to see is emphasizing that we would like much less player guidance in the so-called oldschool mode (or rather: people-don't-make-games-like-this-anymore mode). I'm not only referring to Focus or prompts and QTEs, but also how much narrative can be found out by the player which is not presented in obvious readables or cutscenes, maybe less navigation guidance (by the way, the demo featured a traditional hand-drawn map!, a plain image as far as I could see) or even non-contextual jumping, non-silent swoop etc. etc., all those more demanding elements that cannot be implemented today for both technical and... well... audience-reasons. I think most devs in the team know about the issue (and I tried to bring that point across at the GamesCom, don't know if it worked), they just need time/money and a safe niche where to put all that which cannot get into the proper game.
svs on 23/8/2013 at 06:17
It was nice and encouraging reading overall positive reactions (or that's how I read into them, at least :p). Thanks Beleg Cúthalion and Domey! :)
Melan on 23/8/2013 at 07:07
Thanks for posting this, and...
Quote:
Garrett throws a bottle towards a guard's head - during its flight Focus is activated - time slows down - Garrett takes out his bow - aims for a second guard's head - bottle knocks out the first guard - arrow kills the second - and for a grand finale there is a take out sequence for the third guard......
The DNA of the franchise, people! :rolleyes:
svs on 23/8/2013 at 07:11
Well, they did want to go for a "more realistic" approach, so...
Vae on 23/8/2013 at 07:36
Quote Posted by Melan
The DNA of the franchise, people! :rolleyes:
The irony would be hilarious if it wasn't so sad.
TriangleTooth on 23/8/2013 at 12:46
I liked the bottle knocking out the guard. But it should have been noisy, and stopped there. That's something closer to emergent gameplay (given the devs knew about it it's potentially weakened, but it's still good). The focus afterwards is annoying, but I like the bottle part.
Dia on 23/8/2013 at 13:53
Quote:
Garrett throws a bottle towards a guard's head - during its flight Focus is activated - time slows down - Garrett takes out his bow - aims for a second guard's head - bottle knocks out the first guard - arrow kills the second - and for a grand finale there is a take out sequence for the third guard......
I wonder how many XP points he got for that maneuver.
:p
Oh joy: take-down sequences.
Why ask why anymore.
:tsktsk: